press F to pay respects, anti-'movie game', diegetic design, ludonarrative dissonance, scoring systems, games as architecture, 'games as cinema' limits medium, games as commodity, atari 2600, object-oriented ontology, remakes as simulacra, skinner box, hypermediacy, virtual diaramas, rhizome, folk process, kinesthetic empathy, anti-cinema, alien phenomenology, analog accessories, game manuals as ergodic literature, paratextual architecture, lore as narrative, ludic space, magic circle (huizinga), spatial narrative, controller feel, psychogeography, screen as proscenium, ludeme, simulation sickness as gameplay, proprioception, game feel, sound chip, hyperreality, zero-player game, invisible walls, apophenia, alternative physics, key-door adjacency, game-object, smooth/striated, engine grain, Kishotenketsu, skybox as cyclorama, affordance, negative feedback loop, save rooms irl